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ordo801st's avatar
ordo801st
Seasoned Vanguard
3 hours ago

Adding Tactical Supremacy to Admiral Ackbar!

Yes I brought this up in a past post, a list of characters that make since and deserve adding Tactical Supremacy to their kits to slightly improve them. I also do add suggested touch ups to make the character slightly better without breaking it. Then again this game is so broken and unbalance its not funny. Chances to the kit is in red. Tactical Genius is in yellow for its uniqueness. 

 

Quick Shot:

Deal Physical damage to target enemy with a 55% chance to gain 50% Turn Meter, half that amount to other Rebel Allies. 

It's a Trap:

Dispel all negative status effects from all allies. Each ally recovers 9% of their Max Health and 2% of their Max Protection for each effect dispelled this way. Admiral Ackbar has a 25% chance to gain 40% Turn Meter. 

Tactical Genius:

Ackbar grants each ally the Tactical Genius effect. The first ally to use a Special ability while they have this effect gains 100% Turn Meter and recovers 30% of their Max Health and 15% of their Max Protection. Tactical Genius ends whenever any ally triggers this effect or at the end of Ackbar's next turn.

Rebel Coordination: 

Rebel allies have +30 Speed, +40% Potency, and +40% Tenacity. In addition, whenever an ally uses an ability that isn't an attack, they call a random Rebel ally to assist. 

While in Grand Arenas: At the start of battle, all allies have gain Tenacity Up, Defense Up for 2 turns.

If all allies are Rebel, Rebel Allies gain +30% Mastery, +30% Offense, and +30% Max Protection and whenever an ally's buff expires that ally gains 3% Turn Meter. Whenever an ally uses an ability that isn't an attack, all allies recover 5% Health, and, instead of a random ally, the 2 other weakest allies are called to assist. The allies who assisted have their cooldowns reduced by 1. Rebel Allies start the Encounter with Tactical Supremacy for 3 turns

Supreme Alliance Admiral: (Unique, Zeta) "New"

All Allies gain +15% Max Health and +15% Accuracy, doubled for Rebel Allies. When a Rebel Ally Triggers Tactical Genius, Rebel allies gain Tactical Supremacy for 3 turns, Rebel Tank Allies Taunt for 2 turns, and the weakest Rebel ally gains stealth for 2 turns and recovers 20% Health. 

 

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